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Rule Number One: Read this entire document before registering on the website!
Like every Martial Olympiad before it, this year changes have been made, some dramatic. It
is important that you understand the challenges you will face before you show up for your battles.
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3. ‘… ‘till you see the whites of their eyes’: Stand-up fight in a city. Collateral damage is
highly discouraged and will result in penalties. Make every shot count!
(Each player chooses either City Downtown or City Skyscraper – Map Set 6)
Note because each player has the choice of City Downtown or City Skyscraper, there can be
two of one kind of map
Force Description: Scenario 3 will consist of any four units types of the player’s choice up to a
maximum of 8 units (i.e. only one point of ProtoMechs may be taken).
Battle Value Pool: 5,000
4. Danger Close: Stand-up fight with support
(Standard Battletech Map – Map Set 2, Map Set Comp. #1, Classic Battletech Boxed Set)
Force Description: Scenario 1 will consist of the basic Martial Olympiad Combined arms force
of one Battlemech or Omnimech, one vehicle, one Infantry/BattleArmor unit, and one unit of
the players’ choice. Protomechs will count as the fourth unit of the player’s choice if chosen.
They shall not be used to replace an Infantry/BattleArmor unit.
Battle Value Pool: 5,000
SCENARIO RULES
The following rules apply to every scenario of the tournament, unless otherwise stated.
Crippled Units
A unit is considered crippled if it has suffered any of the following damage. Note that crippled
units continue to take part in the game as usual. The designation of crippled is only used to
determine the winner and the score, and has no other impact on game play.
• All weapons are either destroyed or out of ammunition *
• Destruction of 3 or 4 limbs (BattleMech only)
• Destruction of 1 leg and 1 or more Gyro hits (BattleMech only)
• Destruction of 1 arm and the Gyro (BattleMech only)
• Two sensor critical hits (BattleMech only) **
• The pilot has suffered 5 hits (BattleMech only)
• Destruction of the legs (ProtoMech only)
• The unit has suffered a critical Engine Hit (vehicles only)
• Unit lost more than half of its starting troopers (Infantry/Battlearmor and ProtoMechs only)
*The fact that a unit can perform physical attacks does not mean it has functional weapons (keep in mind that
a hatchet/sword is a weapon, however). IAlso, items of equipment that cannot directly inflict damage, such as
anti-missile systems and Narc (unless it is carrying explosive pods), are not “weapons” for consideration of
whether a unit is crippled. Also, if one or more of the unit’s weapons have been destroyed, and the remaining
weapons can inflict a combined maximum of less than 5 points of damage in a single turn, the unit is
considered to be crippled as though it had lost all of its weapons.
**If the ’Mech has a hatchet/sword that does more than 4 points of damage it is not considered crippled.
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Battle Armor/Infantry
Infantry/BattleArmor can begin play mounted on an OmniMech or in a vehicle per the standard rules.
The player must print their Lances out and bring it, along with a picture I.D. to any events that
they take part in. The player should also have official Record Sheets and miniatures for his units.
Record sheets from any FASA or FanPro published record sheets book are legal for play in the
Martial Olympiad. Record sheets printed from the Heavy Metal software series are also legal, but
will be verified by the opposing player prior to play to ensure that they conform to the officially
published stats. Proxy miniatures are allowed, but must be official Iron Wind Metals or Ral Partha
Battletech Miniatures, and must be of the same weight class as the ‘mech being represented. (i.e.
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You can’t use a Reseen Locust to represent your Daishi) The referee will provide dice and
mapsheets, and in some cases Record Sheets printed from the Heavy Metal series of programs,
check with your referee if you need Record Sheets printed. In the case of large groups of players,
the Referee may request that players provide some of the mapsheets if they have them.
Registration
When a player registers for the Martial Olympiad they will choose the force they wish to field
for each specific scenario at that time. Forces will not be chosen the day of the match as in previous
years.
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The Winner
The winner will be announced on www.classicbattletech.com and www.commandohq.com
following the close of the Martial Olympiad. In addition, all finishing players will be listed in rank
order according to their final score. Players that do not complete all of the scenarios will not be
listed.
The winner will receive the Shandra Norruff ribbon, a certificate, and a 50 dollar gift certificate
towards FanPro merchandise.
Maps:
Each player chooses a single map sheet to defend. Players will choose the location of their
hidden HQ on their chosen map sheet. The HQ must be on a clear, non-water hex, and must be on
the half of the map sheet closest to the enemy.
Forces:
Each side will consist of one 'Mech, one vehicle, one infantry unit, and another unit of player's
choice. (BV Pool 5,000)
Force Deployment:
Each force will be pre-deployed on their home map on the half that is furthest from the
enemy. Standard initiative will decide who places the first unit (loser of 2D6). Unit placement
alternates between players until all units are deployed. Each team's mission is to find the enemy
HQ, capture their "flag" and exit the map via their home edge with the "flag"
Special Rules:
1. The only Friendly units that can co- locate themselves in a Friendly HQ hex is infantry.
2. The enemy base can only be "seen" with a BAP, or if a unit is in an adjacent hex.
3. Any unit may pick up an enemy flag by ending a movement phase in the HQ hex. At the
beginning of the next turn they control the flag, even if there is an enemy infantry unit in
the same hex.
EXAMPLE: On turn 5, my Wraith lands in the hex that my enemy's HQ is located. During the End
Phase of turn 5 my wraith gains control of the flag. At the beginning of turn 6 I may jump away
from the HQ and attempt to return the flag to my map.
4. If a unit controlling the flag is destroyed, the flag is dropped in the hex (water or
otherwise). At this point in time, only enemy units can pick up the flag. All friendly units
must defend the flag where it lies.
5. The flag can be transferred between units if they end the movement phase in an adjacent
hex (`Mech to `Mech transfers only), or the same hex (all other units).
6. Flags dropped in water hexes can be picked up by any unit allowed in that hex.
7. VTOL units must land to pick up the flag (must end the turn at the same level as the
ground, losing all flight modifiers).
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Scoring:
3,000 points for picking up the enemy flag (one time award).
2,000 points for moving the enemy flag into friendly territory (one time award).
5,000 points for moving the enemy flag off a friendly side.
Ending:
Game ends when one flag is removed from the game. Or when either side is unable to
complete the mission.
Forces:
Each side will consist of 4 BA squads/points or 4 infantry platoons, and up to 4 vehicles. Each
vehicle must be able to carry at least one of the BA/infantry units (a unit is an infantry platoon or a
BA point/squad). (BV Pool 3,000)
EXAMPLE: I have a Squad of Fenrir, a Squad of Standard Inner Sphere BA, and two squads of Rifle
foot infantry. Each one of my vehicles must have a cargo capacity of at least 3 tons. If I replace my
foot infantry with 2 more squads of Standard IS BA, each of my vees must have at least 4 tons of
cargo.
Infantry units will start the game mounted.
Each side will control rebel forces that will consist of a GAL-200 Galleon, Bulldog Medium
Tank, 2 Platoons of Laser foot infantry, 2 platoons of MG foot infantry, and 2 platoons. All rebel
forces have a Gunnery of 4.
Force Deployment:
Each side will place 8 bombs in the building in the “inner two rings” of the map (see
attached). Bombs may not be placed in light buildings. Bombs will be placed on the Ground floor of
the building. Only 1 bomb can be placed in each hex.
Rebel forces may not deploy within 4 hexes of the map edge. The two rebel tanks must be
placed in the streets. 2 of the rebel infantry platoons may be placed anywhere else on the map. The
remaining 4 rebel infantry platoons will be guarding 4 of the bombs.
All player forces will enter the map mounted inside of the APCs. Player forces will enter
hexes 0104, 0105, 0113, or 0114.
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Game Mechanics:
This scenario is different from any other scenario we’ve run. For one thing, there are no
‘Mechs in the fight. It is intended to see how well players use other forces in the CBT universe. This
scenario is essentially two scenarios run at the same time with each player running the rebel
opposition for their opponent.
This scenario works best if each map is treated separately. Run a turn on map A with Player
A moving his forces, rebels ambushing, return fire, discovery and disarming of any bombs, and then
move to map B with player B. The first two turns will go pretty slow, until all of the hidden units are
found. After that things should run smoothly.
Special Rules:
1. Only INF/BA may enter a structure and disarm a bomb. This will be done with a 2d6 roll of 6,
7, or 8. Disarming of bombs will take place during the Heat Phase.
2. A roll of 2 will cause a bomb to explode, which will destroy the unit attempting to disarm it.
3. The bombs will be set to go off simultaneously on turn 10. During the Heat Phase.
4. Any unit in the same hex as a bomb when it goes off is destroyed.
5. All rebel forces are static. They will not move. Even after discovered.
6. Rebel infantry will be located in the same hexes as the bombs and must be destroyed before
the bombs can be disarmed.
7. All fighting inside of buildings ignore all damage reduction due to building type.
8. Rebel vehicles will be allowed an “ambush” shot when the first player vehicle comes into
view. This shot will be taken with a +1 modifier plus any other movement modifiers (counting
hexes moved up to the point they were fired at). Any damage take will take effect before the
fire phase. The rebel vehicle will not be allowed to fire twice in one turn.
9. Rebel forces will only fire at player forces.
10. Each player will be given a representation of the map to mark the location of the rebel forces
and the bombs they are controlling.
11. Destroying a building hex where a bomb is located automatically sets off the bomb.
12. Vehicles may not enter the buildings.
Scoring:
• 1000 per bomb disarmed.
• -1000 per bomb set off.
• -1000 per bomb that explodes at end of game.
• 500 for every terrorist unit destroyed.
• -BV for ever trooper destroyed.
Example: I have a MPL fenrir squad with a gunnery of 2. The BV for the squad is
289. Therefore each trooper that dies is worth 72 BV (72.25 round down).
• -BV for destroyed transports
• -1/2 BV for immobilized transports.
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Maps:
Players will have a choice of the City Downtown or City Skyscraper. Maps will be placed so
that the 15 column is the edge of the map. Players will roll to determine home sides.
Forces:
BV pool of 5,000 to be broken up into any 4 units that the players choose.
Force Deployment:
Player forces will enter from two locations. Either 1504/1505 or 1513/1514
Special Rules:
1. The two 6-way crossroads formed in the un-numbered row will be occupied by a lvl 2 hardened
building.
2. All buildings have a minimum height of lvl 2.
3. All missed shots will be re-rolled to see if they create collateral damage. All re-rolls will be
without target movement modifiers, and will have a -4 (immobile target) modifier. They will not
accrue a +1 secondary target modifier.
4. Damage over buildings CF will be counted.
5. All buildings use maximum CF.
6. Buildings will be destroyed in sections, not all at once.
7. If one player forces another player to damage a building, both players will be penalized.
Example 1: Bob pushes Tom’s Enforcer into a Hardened building. Both Bob and Tom take 5 penalty
points (‘Mech tonnage (50)/10).
Example 2: Tom Lands his Black Hawk-Ku on top of a previously damaged level 2 Heavy building
(remaining CF of 89). Bob Shoots two clan ERPPCs into the building to make Tom’s Ku fall. Bob
Takes 30 penalty points for shooting the building, but Tom Takes 60 penalty points, because after the
CF goes below 60 the building collapses.
Example 3: Tom’s two Archers unleash a hail of LRMs at Sue’s Hunchback, standing in front of an
undamaged heavy building. Two LRM 20s hit Sue’s Hunchback and two missed. Resolving damage
against the Hunchback, 24 missiles hit and 16 missed (12 from each 20 pack hit, and 8 from each
pack missed). Tom rolls the hits for the four missed missile groups (two sets of 8
missiles and two sets of 20 missiles) taking into account the -4 building immobile target. Not
surprising, all four missed missile flights hit the building inflicting 56 points of damage. That’s 56
penalty points for Tom. Adding insult to injury, one of Sue’s Wraiths was standing on top of the
damaged building hex. The weight of Sue’s ‘Mech caused the building hex to collapse destroying the
remaining 34 points of structure. Sue takes the 55 penalty points because the weight of her
Wraith caused the building to collapse. That leaves Tom with a total of 56 penalty points and Sue with
55 penalty points.
8. Each player will be given a representation of the map. They will keep track of the damage
they do to building, and the damage their opponent does to buildings.
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Scoring:
• 2* BV of destroyed Units
• - BV of your destroyed units
• -1 per point of damage to a building.
Maps:
1 Standard BT Map.
Forces:
1 'Mech, 1 Vee, 1 INF, 1 Other. BV Pool 5,000
Force Deployment:
Standard rules for init. Forces will enter the map on turn one from the North/South edges of
the map.
Special Rules:
1. Each side has 4 tubes of offboard Arrow 4 Artillery. These turns have a 1 turn “hang time”
Example: Shots fired during the fire phase of turn 1 will land during the artillery
phase (between movement and fire phase) of turn 2, and so on.
2. All Arty tubes will have a Gunnery Skill of 3.
3. Each side will have 4 pre-plotted Arty targets. Shots fired at this target will land on target 100%
of the time.
4. All tubes will fire standard Arrow 4 missiles.
5. All other standard Arty rules are in place (pg 73-76, BMR:R), but will be reiterated here.
6. Artillery targets hexes, not units. There is a standard +7 modifier to hit a target hex.
7. If a hex is missed, the unit may adjust fire and add a –1 modifier the next time that hex is
targeted.
8. Once a targeted hex has been hit, shells will land on that hex 100% they are fired on that hex
from then on. NOTE: If a gun #1 hits it’s targets hex, ONLY gun #1 will hit there 100% of the time
from then on, the rest of the guns will roll like normal.
9. Missed shots scatter normally. Note: shots that scatter and hit a hex will not automatically hit the
same hex.
10. Direction of Damage per BMR:R, pp 76.
Scoring:
• 2x Destroyed Enemy Units modified BV
• 1x Crippled Enemy Units modified BV
• -2x Destroyed Friendly units modified BV
• -1x Crippled Friendly Units modified BV
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Credits:
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